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vkd3d-shader/msl: Implement VSIR_OP_DSX_COARSE and VSIR_OP_DSY_COARSE.
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Notes:
Henri Verbeet
2025-06-25 17:09:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1600
@@ -1319,9 +1319,15 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
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msl_dot(gen, ins, VKD3DSP_WRITEMASK_ALL);
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break;
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case VSIR_OP_DSX:
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case VSIR_OP_DSX_COARSE:
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/* dfdx() and dfdy() are specified to return "a high precision
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* partial derivative", which would seem to correspond to
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* DSX_FINE/DSY_FINE. As of MSL 3.2, coarse/fast variants don't
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* appear to be available. */
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msl_intrinsic(gen, ins, "dfdx");
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break;
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case VSIR_OP_DSY:
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case VSIR_OP_DSY_COARSE:
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msl_intrinsic(gen, ins, "dfdy");
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break;
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case VSIR_OP_ELSE:
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@@ -55,7 +55,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(glsl) draw quad
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probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
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probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
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probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)
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